Judge a potion mix by its proportions, so two parts to one is right at any size
A mixing puzzle wants red and blue in a certain proportion. Players pour in a spoonful or a bucket, and the game must say whether the proportion is right, how close it is, and what to add. Comparing amounts directly fails, and floats make a perfect mix look slightly wrong. This entry judges with whole numbers.
Why this works
A mix is judged by how much of each part it holds relative to the whole, not by the pour itself, so the same recipe is right in a thimble or a bucket. Doing the sums with whole numbers keeps tiny rounding noise from turning a perfect mix into a near miss.
When not to use it
It is wrong when the absolute amount matters, such as a dose that is harmless in small amounts and deadly in large ones. There, check the real amount against a fixed limit as well as the proportions.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 23 lines of example code with 5 checks that pass
- How your AI shows you that it works
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Use the Spielerando entry "Judge a potion mix by its proportions, so two parts to one is right at any size" (read_entry puzzle-mix-ratio-any-scale) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP